Can't download it - can't find the file.
Murgh wrote:the graveyard site is a weird experience. as of now the derilict adders don't skin as planned (similar case as the IC, Selezen) and there's
hundreds of them. the lights as well are *everywhere*, so the whoile enjoyment of 280 objects takes me down to 4 fps

There are about 140 Adders altogether - forgot about that whole skinning thing, will sort that in the next update. Check out the OOlite area on hughesd.co.uk/elite for updates.
The lights are leftover flashers from wnen I was using witchspace beacons as graves - I just modified the shipdata stuff for it and forgot to remove the flashers. Shame it slows down so much, I think they look pretty cool!
Rxke wrote:The huge monuments were intentional, IIRC... In Dark wheel they were even bigger, but of course, with the Oolite engine one might argue things should be a bit smaller, what with non-astronomical distances sun-planet etc.
The idea was to use some huge monuments, and more 'generic' but smaller ones. the Huge ones would all have their own special plists, with things as messageing, names showing up on your scanner (names from developers, Jameson etc....)
Well, at the moment the monuments I mentioned were nearly as big as the Dodo and the beacons!! Big monuments I would envision as being about as big as an Anaconda, and small ones about the size of an Adder or a Krait. Nothing should be as big as the station, and very few should be as big as the beacons (the correct sized ones are about 300 units in diameter)
Rxke wrote:If this is from the start, the objects are really too close toghether, chocking the collision-detection engine... That'd be bad news...
As I think I said in the announcement, the yard's spacing needs some work, as things are a bit close together.
Rxke wrote:'bout the figure of 8... how urgent is that?
Fairly urgent - it would be nice to have something flying around in the yard. I also need to test the patrol ships' AI for an attack on the GY, now that most of the static models are done.